diff options
Diffstat (limited to 'shaders/skia/1597.shader_test')
-rw-r--r-- | shaders/skia/1597.shader_test | 255 |
1 files changed, 255 insertions, 0 deletions
diff --git a/shaders/skia/1597.shader_test b/shaders/skia/1597.shader_test new file mode 100644 index 0000000..9e3c0d3 --- /dev/null +++ b/shaders/skia/1597.shader_test @@ -0,0 +1,255 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec2 uImageIncrement_Stage1; +uniform vec2 uBounds_Stage1; +uniform vec4 uKernel_Stage1[6]; +uniform vec2 ubaseFrequency_Stage2_c0_c0; +uniform float uz_Stage2_c0_c0; +uniform vec2 ubaseFrequency_Stage3; +uniform float uz_Stage3; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_0_Stage2; +uniform sampler2D uTextureSampler_1_Stage2; +uniform sampler2D uTextureSampler_0_Stage3; +uniform sampler2D uTextureSampler_1_Stage3; +noperspective in vec4 vcolor_Stage0; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vTransformedCoords_1_Stage0; +noperspective in vec2 vTransformedCoords_2_Stage0; +noperspective in float vinCoverage_Stage0; +vec3 fade_Stage2_c0_c0(vec3 t) { + return ((t * t) * t) * (t * (t * 6.0 - 15.0) + 10.0); +} +float perm_Stage2_c0_c0(float x) { + return texture(uTextureSampler_0_Stage2, vec2(fract(x / 256.0), 0.0)).x * 255.0; +} +float grad_Stage2_c0_c0(float x, vec3 p) { + return dot(texture(uTextureSampler_1_Stage2, vec2(fract(x / 16.0), 0.0)).xyz * 255.0 - vec3(1.0), p); +} +float lerp_Stage2_c0_c0(float a, float b, float w) { + return a + w * (b - a); +} +float noise_Stage2_c0_c0(vec3 p) { + vec3 P = mod(floor(p), 256.0); + p -= floor(p); + vec3 f = fade_Stage2_c0_c0(p); + float A = perm_Stage2_c0_c0(P.x) + P.y; + float AA = perm_Stage2_c0_c0(A) + P.z; + float AB = perm_Stage2_c0_c0(A + 1.0) + P.z; + float B = perm_Stage2_c0_c0(P.x + 1.0) + P.y; + float BA = perm_Stage2_c0_c0(B) + P.z; + float BB = perm_Stage2_c0_c0(B + 1.0) + P.z; + float result = lerp_Stage2_c0_c0(lerp_Stage2_c0_c0(lerp_Stage2_c0_c0(grad_Stage2_c0_c0(perm_Stage2_c0_c0(AA), p), grad_Stage2_c0_c0(perm_Stage2_c0_c0(BA), p + vec3(-1.0, 0.0, 0.0)), f.x), lerp_Stage2_c0_c0(grad_Stage2_c0_c0(perm_Stage2_c0_c0(AB), p + vec3(0.0, -1.0, 0.0)), grad_Stage2_c0_c0(perm_Stage2_c0_c0(BB), p + vec3(-1.0, -1.0, 0.0)), f.x), f.y), lerp_Stage2_c0_c0(lerp_Stage2_c0_c0(grad_Stage2_c0_c0(perm_Stage2_c0_c0(AA + 1.0), p + vec3(0.0, 0.0, -1.0)), grad_Stage2_c0_c0(perm_Stage2_c0_c0(BA + 1.0), p + vec3(-1.0, 0.0, -1.0)), f.x), lerp_Stage2_c0_c0(grad_Stage2_c0_c0(perm_Stage2_c0_c0(AB + 1.0), p + vec3(0.0, -1.0, -1.0)), grad_Stage2_c0_c0(perm_Stage2_c0_c0(BB + 1.0), p + vec3(-1.0, -1.0, -1.0)), f.x), f.y), f.z); + return result; +} +float noiseOctaves_Stage2_c0_c0(vec3 p) { + float result = 0.0; + float ratio = 1.0; + for (float i = 0.0;i < 9.0; i++) { + result += noise_Stage2_c0_c0(p) / ratio; + p *= 2.0; + ratio *= 2.0; + } + return (result + 1.0) / 2.0; +} +vec4 ImprovedPerlinNoise_Stage2_c0_c0(vec4 _input) { + vec4 _output; + vec2 coords = vTransformedCoords_1_Stage0 * ubaseFrequency_Stage2_c0_c0; + float r = noiseOctaves_Stage2_c0_c0(vec3(coords, uz_Stage2_c0_c0)); + float g = noiseOctaves_Stage2_c0_c0(vec3(coords, uz_Stage2_c0_c0)); + float b = noiseOctaves_Stage2_c0_c0(vec3(coords, uz_Stage2_c0_c0)); + float a = noiseOctaves_Stage2_c0_c0(vec3(coords, uz_Stage2_c0_c0)); + _output = vec4(r, g, b, a); + _output = clamp(_output, 0.0, 1.0); + _output = vec4(_output.xyz * _output.www, _output.w); + return _output; +} +vec3 fade_Stage3(vec3 t) { + return ((t * t) * t) * (t * (t * 6.0 - 15.0) + 10.0); +} +float perm_Stage3(float x) { + return texture(uTextureSampler_0_Stage3, vec2(fract(x / 256.0), 0.0)).x * 255.0; +} +float grad_Stage3(float x, vec3 p) { + return dot(texture(uTextureSampler_1_Stage3, vec2(fract(x / 16.0), 0.0)).xyz * 255.0 - vec3(1.0), p); +} +float lerp_Stage3(float a, float b, float w) { + return a + w * (b - a); +} +float noise_Stage3(vec3 p) { + vec3 P = mod(floor(p), 256.0); + p -= floor(p); + vec3 f = fade_Stage3(p); + float A = perm_Stage3(P.x) + P.y; + float AA = perm_Stage3(A) + P.z; + float AB = perm_Stage3(A + 1.0) + P.z; + float B = perm_Stage3(P.x + 1.0) + P.y; + float BA = perm_Stage3(B) + P.z; + float BB = perm_Stage3(B + 1.0) + P.z; + float result = lerp_Stage3(lerp_Stage3(lerp_Stage3(grad_Stage3(perm_Stage3(AA), p), grad_Stage3(perm_Stage3(BA), p + vec3(-1.0, 0.0, 0.0)), f.x), lerp_Stage3(grad_Stage3(perm_Stage3(AB), p + vec3(0.0, -1.0, 0.0)), grad_Stage3(perm_Stage3(BB), p + vec3(-1.0, -1.0, 0.0)), f.x), f.y), lerp_Stage3(lerp_Stage3(grad_Stage3(perm_Stage3(AA + 1.0), p + vec3(0.0, 0.0, -1.0)), grad_Stage3(perm_Stage3(BA + 1.0), p + vec3(-1.0, 0.0, -1.0)), f.x), lerp_Stage3(grad_Stage3(perm_Stage3(AB + 1.0), p + vec3(0.0, -1.0, -1.0)), grad_Stage3(perm_Stage3(BB + 1.0), p + vec3(-1.0, -1.0, -1.0)), f.x), f.y), f.z); + return result; +} +float noiseOctaves_Stage3(vec3 p) { + float result = 0.0; + float ratio = 1.0; + for (float i = 0.0;i < 9.0; i++) { + result += noise_Stage3(p) / ratio; + p *= 2.0; + ratio *= 2.0; + } + return (result + 1.0) / 2.0; +} +vec4 blend_src_out(vec4 src, vec4 dst) { + return (1.0 - dst.w) * src; +} +void main() { + vec4 outputColor_Stage0; + vec4 outputCoverage_Stage0; + { + outputColor_Stage0 = vcolor_Stage0; + float alpha = 1.0; + alpha = vinCoverage_Stage0; + outputCoverage_Stage0 = vec4(alpha); + } + vec4 output_Stage1; + { + output_Stage1 = vec4(0.0, 0.0, 0.0, 0.0); + vec2 coord = vTransformedCoords_0_Stage0 - 10.0 * uImageIncrement_Stage1; + vec2 coordSampled = vec2(0.0, 0.0); + coordSampled = coord; + coordSampled.y = mod(coord.y - uBounds_Stage1.x, uBounds_Stage1.y - uBounds_Stage1.x) + uBounds_Stage1.x; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[0].x; + coord += uImageIncrement_Stage1; + coordSampled = coord; + coordSampled.y = mod(coord.y - uBounds_Stage1.x, uBounds_Stage1.y - uBounds_Stage1.x) + uBounds_Stage1.x; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[0].y; + coord += uImageIncrement_Stage1; + coordSampled = coord; + coordSampled.y = mod(coord.y - uBounds_Stage1.x, uBounds_Stage1.y - uBounds_Stage1.x) + uBounds_Stage1.x; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[0].z; + coord += uImageIncrement_Stage1; + coordSampled = coord; + coordSampled.y = mod(coord.y - uBounds_Stage1.x, uBounds_Stage1.y - uBounds_Stage1.x) + uBounds_Stage1.x; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[0].w; + coord += uImageIncrement_Stage1; + coordSampled = coord; + coordSampled.y = mod(coord.y - uBounds_Stage1.x, uBounds_Stage1.y - uBounds_Stage1.x) + uBounds_Stage1.x; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[1].x; + coord += uImageIncrement_Stage1; + coordSampled = coord; + coordSampled.y = mod(coord.y - uBounds_Stage1.x, uBounds_Stage1.y - uBounds_Stage1.x) + uBounds_Stage1.x; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[1].y; + coord += uImageIncrement_Stage1; + coordSampled = coord; + coordSampled.y = mod(coord.y - uBounds_Stage1.x, uBounds_Stage1.y - uBounds_Stage1.x) + uBounds_Stage1.x; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[1].z; + coord += uImageIncrement_Stage1; + coordSampled = coord; + coordSampled.y = mod(coord.y - uBounds_Stage1.x, uBounds_Stage1.y - uBounds_Stage1.x) + uBounds_Stage1.x; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[1].w; + coord += uImageIncrement_Stage1; + coordSampled = coord; + coordSampled.y = mod(coord.y - uBounds_Stage1.x, uBounds_Stage1.y - uBounds_Stage1.x) + uBounds_Stage1.x; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[2].x; + coord += uImageIncrement_Stage1; + coordSampled = coord; + coordSampled.y = mod(coord.y - uBounds_Stage1.x, uBounds_Stage1.y - uBounds_Stage1.x) + uBounds_Stage1.x; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[2].y; + coord += uImageIncrement_Stage1; + coordSampled = coord; + coordSampled.y = mod(coord.y - uBounds_Stage1.x, uBounds_Stage1.y - uBounds_Stage1.x) + uBounds_Stage1.x; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[2].z; + coord += uImageIncrement_Stage1; + coordSampled = coord; + coordSampled.y = mod(coord.y - uBounds_Stage1.x, uBounds_Stage1.y - uBounds_Stage1.x) + uBounds_Stage1.x; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[2].w; + coord += uImageIncrement_Stage1; + coordSampled = coord; + coordSampled.y = mod(coord.y - uBounds_Stage1.x, uBounds_Stage1.y - uBounds_Stage1.x) + uBounds_Stage1.x; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[3].x; + coord += uImageIncrement_Stage1; + coordSampled = coord; + coordSampled.y = mod(coord.y - uBounds_Stage1.x, uBounds_Stage1.y - uBounds_Stage1.x) + uBounds_Stage1.x; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[3].y; + coord += uImageIncrement_Stage1; + coordSampled = coord; + coordSampled.y = mod(coord.y - uBounds_Stage1.x, uBounds_Stage1.y - uBounds_Stage1.x) + uBounds_Stage1.x; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[3].z; + coord += uImageIncrement_Stage1; + coordSampled = coord; + coordSampled.y = mod(coord.y - uBounds_Stage1.x, uBounds_Stage1.y - uBounds_Stage1.x) + uBounds_Stage1.x; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[3].w; + coord += uImageIncrement_Stage1; + coordSampled = coord; + coordSampled.y = mod(coord.y - uBounds_Stage1.x, uBounds_Stage1.y - uBounds_Stage1.x) + uBounds_Stage1.x; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[4].x; + coord += uImageIncrement_Stage1; + coordSampled = coord; + coordSampled.y = mod(coord.y - uBounds_Stage1.x, uBounds_Stage1.y - uBounds_Stage1.x) + uBounds_Stage1.x; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[4].y; + coord += uImageIncrement_Stage1; + coordSampled = coord; + coordSampled.y = mod(coord.y - uBounds_Stage1.x, uBounds_Stage1.y - uBounds_Stage1.x) + uBounds_Stage1.x; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[4].z; + coord += uImageIncrement_Stage1; + coordSampled = coord; + coordSampled.y = mod(coord.y - uBounds_Stage1.x, uBounds_Stage1.y - uBounds_Stage1.x) + uBounds_Stage1.x; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[4].w; + coord += uImageIncrement_Stage1; + coordSampled = coord; + coordSampled.y = mod(coord.y - uBounds_Stage1.x, uBounds_Stage1.y - uBounds_Stage1.x) + uBounds_Stage1.x; + output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[5].x; + coord += uImageIncrement_Stage1; + output_Stage1 *= outputCoverage_Stage0; + } + { + blend_src_out(ImprovedPerlinNoise_Stage2_c0_c0(vec4(1.0)), output_Stage1); + } + vec4 output_Stage3; + { + vec2 coords = vTransformedCoords_2_Stage0 * ubaseFrequency_Stage3; + float r = noiseOctaves_Stage3(vec3(coords, uz_Stage3)); + float g = noiseOctaves_Stage3(vec3(coords, uz_Stage3)); + float b = noiseOctaves_Stage3(vec3(coords, uz_Stage3)); + float a = noiseOctaves_Stage3(vec3(coords, uz_Stage3)); + output_Stage3 = vec4(r, g, b, a); + output_Stage3 = clamp(output_Stage3, 0.0, 1.0); + output_Stage3 = vec4(output_Stage3.xyz * output_Stage3.www, output_Stage3.w); + } + { + sk_FragColor = outputColor_Stage0 * output_Stage3; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +uniform mat3 uCoordTransformMatrix_1_Stage0; +uniform mat3 uCoordTransformMatrix_2_Stage0; +in vec2 inPosition; +in vec4 inColor; +in float inCoverage; +noperspective out vec4 vcolor_Stage0; +noperspective out vec2 vTransformedCoords_0_Stage0; +noperspective out vec2 vTransformedCoords_1_Stage0; +noperspective out vec2 vTransformedCoords_2_Stage0; +noperspective out float vinCoverage_Stage0; +void main() { + vec4 color = inColor; + vcolor_Stage0 = color; + vec2 pos2 = inPosition; + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy; + vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(inPosition, 1.0)).xy; + vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_Stage0 * vec3(inPosition, 1.0)).xy; + vinCoverage_Stage0 = inCoverage; + gl_Position = vec4(pos2.x, pos2.y, 0.0, 1.0); + gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); +} + |